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I have never played the Arma2 Namalsk crisis (as opposed to the Dayz mod) but thats what they are most likely, the original zombies from the mod. Thats why they things you do don't work on them, they are not part of the dayz code (guessing)
http://www.armaholic.com/page.php?id=14194
// x coordinate of the first, bottom left grid center point
_startx=0000;
// y coordinate of the first, bottom left grid center point
_starty=0000;
// gridsize x (how many single squares in the grid) for the x-axis
_gridsize_x=24;
// gridsize y (how many single squares in the grid) for the y-axis
_gridsize_y=24;
// distance from the center of one square of the grid to the border of that square. so overall size of a square in the grid is 2x gridwidth / 2x gridwidth
_gridwidth = 250;
[["max_grps","rnd_grps","max_p_grp"],[[2,1,2],[100,100,100],[4,4,4]],"SAR_area_8_20"] call SAR_AI_mon_upd;
Sarge does that easily. Just redefine the grids. Its setup by default for a 6x6 grid which gives grids 2000m square. Change the grid defintion so you have 24x24 grids and you can have about 500m square grids (size of a city). Start sarge with debug enabled and you will get a grid overlay on your map. figure out which grid numbers you want to spawn the AI in dynamically (so they despawn) and then setup your grps file. You can easily use the coordinates of a city to figure out what the grid numbers should be. 4500,10500 for NWAB would be grid 9,21 (4500 / 500) and (10500/500).
We would subtract 1 from each grid because the grids actually start at 0,0 instead of 1,1 ..
Grid definitions
Code:// x coordinate of the first, bottom left grid center point _startx=0000; // y coordinate of the first, bottom left grid center point _starty=0000; // gridsize x (how many single squares in the grid) for the x-axis _gridsize_x=24; // gridsize y (how many single squares in the grid) for the y-axis _gridsize_y=24; // distance from the center of one square of the grid to the border of that square. so overall size of a square in the grid is 2x gridwidth / 2x gridwidth _gridwidth = 250;
Dynamic spawning (only when a player is in that grid)
Code:[["max_grps","rnd_grps","max_p_grp"],[[2,1,2],[100,100,100],[4,4,4]],"SAR_area_8_20"] call SAR_AI_mon_upd;
Eager to see if you get this working so it can be released!